Kum, eğer altında hiçbir blok yoksa falling sand'na dönüşür ve bir bloğa çarpana kadar düşer, thus making it one of five blocks (as of 12w41a) to which gravity applies (the others being gravel, TNT (turns into primed TNT), anvil ( as of 12w41a), and the Dragon Egg). This will happen even if the block of sand is attached to a sticky piston, as the piston will only stick to a block when retracting. When sand is being affected by gravity and falling, it exhibits a smooth falling animation. If falling sand lands on a mob or the player and covers their head, it will suffocate them until they successfully destroy the block, move out of the block or die. If falling sand lands in the space occupied by a non-solid block, (such as torches, slabs, rails, or Redstone), it will drop and turn into a sand resource block. If falling sand falls into lava, it will catch fire (since it's an entity) but still lands and piles up like normal if the falling distance is short. When the sand becomes a block again, the fire goes out; otherwise, the falling sand block burns up/disappears while falling. Also, if it falls onto a cobweb it will slowly fall until it has gone through it completely, or until it touches the ground, at which point it will turn into a resource block. Placing a block of sand into the space directly above a non-solid block will not cause it to turn into Falling sand. Sand blocks can be suspended in indefinite defiance of gravity in this way, most famously using torches. Additionally, if sand is placed anywhere straight up from a painting, it will pass right through the painting as if it wasn't there (the same happens to gravel).

Kum, Airlocks su tıkaçlarında ve mob tuzaklarının yapılmasında kullanılailir. Kum bazı durumlarda iyi bir yapı iskelesi olarak kullanılabilir. Yer çekiminden etkilenmesinden dolayı, it can be quickly and easily removed from ground level and can be used to construct a safe path downwards from a higher position (such as a hole directly down through the roof of a large cavern) even if the ground itself cannot be reached by hand.

In addition, sand is used in the production of glass via smelting and TNT via crafting with gunpowder.

If large quantities of sand and sandstone are needed, the ocean floor is a great source of both of these. To create a cofferdam, find a place in a large lake or ocean that is only one or two blocks deep, and fill in that spot to be just above water level. Then dig a pit inside so that the water can't get back in. With a large enough pit, a large chest can be filled with sand and sandstone fairly easily.

This method can also be used in Desert biomes without the need to drain away water.

Sand has been available for use since Classic Mode. During that time, sand blocks were rare and only appeared naturally in one block-thick beaches (usually by water or in the middle of a landscape). These beaches were always at and below ocean level. Sand instantly appeared at the lowest point it could go when placed above an air block without any sort of falling animation. Destroying a pillar made from sand from the bottom would cause the sand to disappear from the top first. Gravel and sand "fell" when placed in mid-air by moving directly on top of the nearest block directly below them, instead of turning into falling block entities and falling. These attributes were present until the release of Infdev. Code for this still exists within the source of Minecraft, in the form of a boolean dictating whether it does this or exhibits its new behavior.

Map editors could be used to create floating sand, although the server would crash if the sand was affected from its state.

An old glitch in Classic mode allowed players to raise the height of a fluid block by placing sand (or gravel) over it. The sand block would stay suspended in mid-air until it was broken. When broken, a fluid block corresponding to the type below the gravel would appear where the block was. The suspended fluid block would remain immobile until a block was placed next to it, causing a flood. This bug has since been fixed.

New terrain generator in the Adventure Update. Beaches are usually generated next to oceans or lakes and covered all nearby low elevated shorelines. Before this update, they could be found in any biome. They came in two varieties: sand beach and gravel beach. Sandstone was located below sand in sand beaches. Gravel beaches had no such border and thus posed dangers like falling into caverns located right underneath them.

Gravel beach before 1.8

Due to the changes in the terrain generation algorithm in the update, beaches were removed completely from the game. Floating sand is more common with the new seed terrain coding.

Sand generates anywhere that water does in large, circular patterns, noticeably larger than the similar patterns of clay. These can occur anywhere water does, including in NPC Village farms. Before beaches were re-added in 1.1, this would create what looked like a small beach along shorelines.

Beaches were later re-added, although this new version is not the same type as the ones generated before the Adventure Update, since the sand replaces existing blocks instead of being generated with the first sweep.

From Beta 1.8.1 to official release 1.2.5, sand duplicating was possible by using a sticky piston and a block detector connected to one. Two blocks of sand falling on the detector generated a short impulse. Sticky pistons facing upwards and getting two of those impulses duplicated sand.

If a sand block is falling straight into a closed trapdoor, the trapdoor is opened when there is 1 block space between the sand and the trap door, the sand will pass through the trapdoor and fall below it. This also works with gravel.

In classic, if the player is next to a set of blocks and places 2 sand blocks above them, using the side of those blocks, they will end up inside of those blocks, with an internal texture identical, but darker than regular sand. Like most blocks, they are also hollow. The same bug happens with gravel.

If a block of sand has snow on it and is made to fall, the snow is destroyed and will not drop a snowball.

Because falling sand is considered an entity it can be launched in a TNT cannon, similar to an ignited piece of TNT. The only significant building difference between a normal TNT cannon and a sand cannon is that a piston is needed at the end of a sand cannon. A correctly-timed piston will allow a sand block to fall just before the TNT charge detonates, launching the falling sand entity a considerable distance.

There is a bug with this which will duplicate the sand. When using 2 TNT's timed almost after each other and placing the sand in air just before the TNT explodes, the sand will duplicate into 2 sand blocks on impact.

Sand will fall at the same rate when submerged in water as it will when in air. This is also true for lava.

If a player is standing on a stack of sand or gravel, and the stack falls on a non-solid block, the player will fall fast enough to take damage or even die.

Even though 4 sand blocks can be crafted into 1 sandstone, 1 sandstone cannot be crafted into 4 sand blocks.

Falling sand entities can be caught inside cobwebs. When falling, the block will be slowed down. If there are more blocks falling into the cobweb than there is room beneath the cobweb for the sand to settle, the sand caught in the cobweb will instead drop as items. This can be used to simulate quicksand.

Sand will fall through torches without breaking if there is air below the torch.

Diğer dillerde

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